<html><head><meta http-equiv="content-type" content="text/html; charset=utf-8"> <style>
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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/*****************************************************************************
<span class='line'>  2</span> * Cal3D 3d character animation library
<span class='line'>  3</span> * Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger
<span class='line'>  4</span> *
<span class='line'>  5</span> * This library is free software; you can redistribute it and/or modify it
<span class='line'>  6</span> * under the terms of the GNU Lesser General Public License as published by
<span class='line'>  7</span> * the Free Software Foundation; either version 2.1 of the License, or (at
<span class='line'>  8</span> * your option) any later version.
<span class='line'>  9</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 10</span> 
<span class='line'> 11</span> </span><span class="COMM">/*****************************************************************************
<span class='line'> 12</span> * Cal3DJS Javascript port of Cal3D for WebGL and canvas applications
<span class='line'> 13</span> * by Humu humu2009@gmail.com
<span class='line'> 14</span> * http://code.google.com/p/cal3djs/
<span class='line'> 15</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 16</span> 
<span class='line'> 17</span> 
<span class='line'> 18</span> </span><span class="COMM">/**
<span class='line'> 19</span> 	@class CalRenderer
<span class='line'> 20</span> */</span><span class="WHIT">
<span class='line'> 21</span> </span><span class="NAME">Cal3D.CalRenderer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">model</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 22</span> </span><span class="WHIT">	</span><span class="NAME">this.m_model</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 23</span> </span><span class="WHIT">	</span><span class="NAME">this.m_selectedSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 24</span> 
<span class='line'> 25</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">arguments</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="KEYW">instanceof</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalModel</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 26</span> </span><span class="WHIT">		</span><span class="NAME">this.m_model</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">arguments</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 27</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 28</span> </span><span class="WHIT">	</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">arguments</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="KEYW">instanceof</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalRenderer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 29</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">other</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">arguments</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 30</span> </span><span class="WHIT">		</span><span class="NAME">this.m_model</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">other.m_model</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 31</span> </span><span class="WHIT">		</span><span class="NAME">this.m_selectedSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">other.m_selectedSubmesh</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 32</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 33</span> </span><span class="WHIT">	</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 34</span> </span><span class="WHIT">		</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="STRN">'argument error: input parameter is neither a model instance nor a renderer instance'</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 35</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 36</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 37</span> 
<span class='line'> 38</span> </span><span class="COMM">/**
<span class='line'> 39</span> 	Initialize the rendering query phase.&lt;br />
<span class='line'> 40</span> 	This function initializes the rendering query phase. It must be called before any rendering queries are executed.
<span class='line'> 41</span> */</span><span class="WHIT">
<span class='line'> 42</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.beginRendering</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 43</span> </span><span class="WHIT">	</span><span class="COMM">// get the attached meshes vector</span><span class="WHIT">
<span class='line'> 44</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getVectorMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 45</span> 
<span class='line'> 46</span> </span><span class="WHIT">	</span><span class="COMM">// check if there are any meshes attached to the model</span><span class="WHIT">
<span class='line'> 47</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vectorMesh.length</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 48</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 49</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 50</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 51</span> 
<span class='line'> 52</span> </span><span class="WHIT">	</span><span class="COMM">// select the default submesh</span><span class="WHIT">
<span class='line'> 53</span> </span><span class="WHIT">	</span><span class="NAME">this.m_selectedSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getSubmesh</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 54</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'> 55</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 56</span> 
<span class='line'> 57</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 58</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 59</span> 
<span class='line'> 60</span> </span><span class="COMM">/**
<span class='line'> 61</span> 	Finish the rendering query phase.&lt;br />
<span class='line'> 62</span> 	This function finishes the rendering query phase. It must be called after all rendering queries have been executed.
<span class='line'> 63</span> */</span><span class="WHIT">
<span class='line'> 64</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.endRendering</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 65</span> </span><span class="WHIT">	</span><span class="COMM">// clear selected submesh</span><span class="WHIT">
<span class='line'> 66</span> </span><span class="WHIT">	</span><span class="NAME">this.m_selectedSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 67</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 68</span> 
<span class='line'> 69</span> </span><span class="COMM">/**
<span class='line'> 70</span> 	Get the ambient color.&lt;br />
<span class='line'> 71</span> 	This function returns the ambient color of the material of the selected mesh/submesh.
<span class='line'> 72</span> 	@param {Array} colorBuffer The user-provided buffer where the color data is written to. This is an output parameter.
<span class='line'> 73</span> */</span><span class="WHIT">
<span class='line'> 74</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getAmbientColor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">colorBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 75</span> </span><span class="WHIT">	</span><span class="COMM">// get the core material</span><span class="WHIT">
<span class='line'> 76</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMaterial</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getCoreModel</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getCoreMaterial</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.getCoreMaterialId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 77</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">coreMaterial</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 78</span> </span><span class="WHIT">		</span><span class="COMM">// write default values to the color buffer</span><span class="WHIT">
<span class='line'> 79</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 80</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 81</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 82</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 83</span> 
<span class='line'> 84</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 85</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 86</span> 
<span class='line'> 87</span> </span><span class="WHIT">	</span><span class="COMM">// get the ambient color of the material</span><span class="WHIT">
<span class='line'> 88</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">color</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreMaterial.getAmbientColor</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 89</span> 
<span class='line'> 90</span> </span><span class="WHIT">	</span><span class="COMM">// write it to the color buffer</span><span class="WHIT">
<span class='line'> 91</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.red</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 92</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.green</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 93</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.blue</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 94</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.alpha</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 95</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 96</span> 
<span class='line'> 97</span> </span><span class="COMM">/**
<span class='line'> 98</span> 	Get the diffuse color.&lt;br />
<span class='line'> 99</span> 	This function returns the diffuse color of the material of the selected mesh/submesh.
<span class='line'>100</span> 	@param {Array} colorBuffer The user-provided buffer where the color data is written to. This is an output parameter.
<span class='line'>101</span> */</span><span class="WHIT">
<span class='line'>102</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getDiffuseColor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">colorBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>103</span> </span><span class="WHIT">	</span><span class="COMM">// get the core material</span><span class="WHIT">
<span class='line'>104</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMaterial</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getCoreModel</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getCoreMaterial</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.getCoreMaterialId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>105</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">coreMaterial</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>106</span> </span><span class="WHIT">		</span><span class="COMM">// write default values to the color buffer</span><span class="WHIT">
<span class='line'>107</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">192</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>108</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">192</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>109</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">192</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>110</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">192</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>111</span> 
<span class='line'>112</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>113</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>114</span> 
<span class='line'>115</span> </span><span class="WHIT">	</span><span class="COMM">// get the diffuse color of the material</span><span class="WHIT">
<span class='line'>116</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">color</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreMaterial.getDiffuseColor</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>117</span> 
<span class='line'>118</span> </span><span class="WHIT">	</span><span class="COMM">// write it to the color buffer</span><span class="WHIT">
<span class='line'>119</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.red</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>120</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.green</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>121</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.blue</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>122</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.alpha</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>123</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>124</span> 
<span class='line'>125</span> </span><span class="COMM">/**
<span class='line'>126</span> 	Get the number of faces.&lt;br />
<span class='line'>127</span> 	This function returns the number of faces in the selected mesh/submesh.
<span class='line'>128</span> 	@returns {number} The number of faces.
<span class='line'>129</span> */</span><span class="WHIT">
<span class='line'>130</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getFaceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>131</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getFaceCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>132</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>133</span> 
<span class='line'>134</span> </span><span class="COMM">/**
<span class='line'>135</span> 	Get the face data.&lt;br />
<span class='line'>136</span> 	This function returns the face data (vertex indices) of the selected mesh/submesh. The LOD setting is taken into account.
<span class='line'>137</span> 	@param {Array} faceBuffer The user-provided buffer where the face data is written to. This is an output parameter.
<span class='line'>138</span> 	@returns {number} The number of faces written to the buffer.
<span class='line'>139</span> */</span><span class="WHIT">
<span class='line'>140</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getFaces</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">faceBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>141</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getFaces</span><span class="PUNC">(</span><span class="NAME">faceBuffer</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>142</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>143</span> 
<span class='line'>144</span> </span><span class="COMM">/**
<span class='line'>145</span> 	Get the number of texture maps.&lt;br />
<span class='line'>146</span> 	This function returns the number of texture maps in the selected mesh/submesh.
<span class='line'>147</span> 	@returns {number} The number of texture maps.
<span class='line'>148</span> */</span><span class="WHIT">
<span class='line'>149</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getMapCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>150</span> </span><span class="WHIT">	</span><span class="COMM">// get the core material</span><span class="WHIT">
<span class='line'>151</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMaterial</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getCoreModel</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getCoreMaterial</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.getCoreMaterialId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>152</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">coreMaterial</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>153</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>154</span> 
<span class='line'>155</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">coreMaterial.getMapCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>156</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>157</span> 
<span class='line'>158</span> </span><span class="COMM">/**
<span class='line'>159</span> 	Get a specified texture map's user data.&lt;br />
<span class='line'>160</span> 	This function returns the user data stored in the specified texture map of the material of the selected mesh/submesh.
<span class='line'>161</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>162</span> 	@returns {object} The user data stored in the specified texture map; null if no user data is stored or any error happened.
<span class='line'>163</span> */</span><span class="WHIT">
<span class='line'>164</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getMapUserData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>165</span> </span><span class="WHIT">	</span><span class="COMM">// get the core material</span><span class="WHIT">
<span class='line'>166</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMaterial</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getCoreModel</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getCoreMaterial</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.getCoreMaterialId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>167</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">coreMaterial</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>168</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>169</span> 
<span class='line'>170</span> </span><span class="WHIT">	</span><span class="COMM">// get the map vector</span><span class="WHIT">
<span class='line'>171</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorMap</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreMaterial.getVectorMap</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>172</span> 
<span class='line'>173</span> </span><span class="WHIT">	</span><span class="COMM">// check if the map id is valid</span><span class="WHIT">
<span class='line'>174</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">vectorMap.length</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>175</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>176</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>177</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>178</span> 
<span class='line'>179</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vectorMap</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">userData</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>180</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>181</span> 
<span class='line'>182</span> </span><span class="COMM">/**
<span class='line'>183</span> 	Get the number of attached meshes.&lt;br />
<span class='line'>184</span> 	This function returns the number of meshes attached to the renderer instance.
<span class='line'>185</span> 	@returns {number} The number of attached meshes.
<span class='line'>186</span> */</span><span class="WHIT">
<span class='line'>187</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getMeshCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>188</span> </span><span class="WHIT">	</span><span class="COMM">// get the attached meshes vector</span><span class="WHIT">
<span class='line'>189</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getVectorMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>190</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>191</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>192</span> 
<span class='line'>193</span> </span><span class="COMM">/**
<span class='line'>194</span> 	Get the normal data.&lt;br />
<span class='line'>195</span> 	This function returns the vertex normal data of the selected mesh/submesh.
<span class='line'>196</span> 	@param {Array} normalBuffer The user-provided buffer where the normal data is written to. This is an output parameter.
<span class='line'>197</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 3.
<span class='line'>198</span> 	@returns {number} The number of normals written to the buffer.
<span class='line'>199</span> */</span><span class="WHIT">
<span class='line'>200</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getNormals</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">normalBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>201</span> </span><span class="WHIT">	</span><span class="COMM">// check if the submesh handles vertex data internally</span><span class="WHIT">
<span class='line'>202</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>203</span> </span><span class="WHIT">		</span><span class="COMM">// get the normal vector of the submesh</span><span class="WHIT">
<span class='line'>204</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorNormal</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>205</span> 
<span class='line'>206</span> </span><span class="WHIT">		</span><span class="COMM">// get the number of normals (= number of vertices) in the submesh</span><span class="WHIT">
<span class='line'>207</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normalCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>208</span> 
<span class='line'>209</span> </span><span class="WHIT">		</span><span class="COMM">/*
<span class='line'>210</span> 			copy the internal normal data to the provided normal buffer
<span class='line'>211</span> 		*/</span><span class="WHIT">
<span class='line'>212</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>213</span> </span><span class="WHIT">			</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>214</span> 
<span class='line'>215</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NAME">normalCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">+</span><span class="PUNC">=</span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>216</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>217</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>218</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>219</span> </span><span class="WHIT">			</span><span class="NAME">normalBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>220</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>221</span> 
<span class='line'>222</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">normalCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>223</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>224</span> 
<span class='line'>225</span> </span><span class="WHIT">	</span><span class="COMM">// submesh does not handle the vertex data internally, so let the physique calculate it now</span><span class="WHIT">
<span class='line'>226</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_model.getPhysique</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">calculateNormals</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">normalBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>227</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>228</span> 
<span class='line'>229</span> </span><span class="COMM">/**
<span class='line'>230</span> 	Get the shininess factor.&lt;br />
<span class='line'>231</span> 	This function returns the shininess factor of the material of the selected mesh/submesh.
<span class='line'>232</span> 	@returns {number} The shininess factor.
<span class='line'>233</span> */</span><span class="WHIT">
<span class='line'>234</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getShininess</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>235</span> </span><span class="WHIT">	</span><span class="COMM">// get the core material</span><span class="WHIT">
<span class='line'>236</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMaterial</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getCoreModel</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getCoreMaterial</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.getCoreMaterialId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>237</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">coreMaterial</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>238</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">50</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>239</span> 
<span class='line'>240</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">coreMaterial.getShininess</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>241</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>242</span> 
<span class='line'>243</span> </span><span class="COMM">/**
<span class='line'>244</span> 	Get the specular color.&lt;br />
<span class='line'>245</span> 	This function returns the specular color of the material of the selected mesh/submesh.
<span class='line'>246</span> 	@param {Array} colorBuffer The user-provided buffer where the color data is written to. This is an output parameter.
<span class='line'>247</span> */</span><span class="WHIT">
<span class='line'>248</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getSpecularColor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">colorBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>249</span> </span><span class="WHIT">	</span><span class="COMM">// get the core material</span><span class="WHIT">
<span class='line'>250</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMaterial</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getCoreModel</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getCoreMaterial</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.getCoreMaterialId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>251</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">coreMaterial</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>252</span> </span><span class="WHIT">		</span><span class="COMM">// write default values to the color buffer</span><span class="WHIT">
<span class='line'>253</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">255</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>254</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">255</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>255</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">255</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>256</span> </span><span class="WHIT">		</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>257</span> 
<span class='line'>258</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>259</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>260</span> 
<span class='line'>261</span> </span><span class="WHIT">	</span><span class="COMM">// get the specular color of the material</span><span class="WHIT">
<span class='line'>262</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">color</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreMaterial.getSpecularColor</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>263</span> 
<span class='line'>264</span> </span><span class="WHIT">	</span><span class="COMM">// write it to the color buffer</span><span class="WHIT">
<span class='line'>265</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.red</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>266</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.green</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>267</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.blue</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>268</span> </span><span class="WHIT">	</span><span class="NAME">colorBuffer</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">color.alpha</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>269</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>270</span> 
<span class='line'>271</span> </span><span class="COMM">/**
<span class='line'>272</span> 	Get the number of submeshes.&lt;br />
<span class='line'>273</span> 	This function returns the number of submeshes in a given mesh.
<span class='line'>274</span> 	@param {number} meshId The ID of the mesh whose number of submeshes should be returned.
<span class='line'>275</span> 	@returns {number} The number of submeshes.
<span class='line'>276</span> */</span><span class="WHIT">
<span class='line'>277</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getSubmeshCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">meshId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>278</span> </span><span class="WHIT">	</span><span class="COMM">// get the attached meshes vector</span><span class="WHIT">
<span class='line'>279</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getVectorMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>280</span> 
<span class='line'>281</span> </span><span class="WHIT">	</span><span class="COMM">// check if the mesh id is valid</span><span class="WHIT">
<span class='line'>282</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">meshId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">vectorMesh.length</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>283</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>284</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>285</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>286</span> 
<span class='line'>287</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getSubmeshCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>288</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>289</span> 
<span class='line'>290</span> </span><span class="COMM">/**
<span class='line'>291</span> 	Get the texture coordinate data.&lt;br />
<span class='line'>292</span> 	This function returns the texture coordinate data for a given map of the selected mesh/submesh.
<span class='line'>293</span> 	@param {number} mapId The ID of the map to get the texture coordinate data from.
<span class='line'>294</span> 	@param {Array} textureCoordinateBuffer The user-provided buffer where the texture coordinate data is written to. This is an output parameter.
<span class='line'>295</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 2.
<span class='line'>296</span> 	@returns {number} The number of texture coordinates written to the buffer.
<span class='line'>297</span> */</span><span class="WHIT">
<span class='line'>298</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getTextureCoordinates</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">textureCoordinateBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>299</span> </span><span class="WHIT">	</span><span class="COMM">// get the texture coordinate vector vector</span><span class="WHIT">
<span class='line'>300</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTextureCoordinate</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>301</span> 
<span class='line'>302</span> </span><span class="WHIT">	</span><span class="COMM">// check if the map id is valid</span><span class="WHIT">
<span class='line'>303</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate.length</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>304</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>305</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>306</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>307</span> 
<span class='line'>308</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of texture coordinates to return</span><span class="WHIT">
<span class='line'>309</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>310</span> 
<span class='line'>311</span> </span><span class="WHIT">	</span><span class="COMM">/*
<span class='line'>312</span> 		copy the texture coordinate data to the provided texture coordinate buffer
<span class='line'>313</span> 	*/</span><span class="WHIT">
<span class='line'>314</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>315</span> </span><span class="WHIT">		</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>316</span> 
<span class='line'>317</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NAME">textureCoordinateCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">+</span><span class="PUNC">=</span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>318</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">texCoord</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>319</span> </span><span class="WHIT">		</span><span class="NAME">textureCoordinateBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">texCoord.u</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>320</span> </span><span class="WHIT">		</span><span class="NAME">textureCoordinateBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">texCoord.v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>321</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>322</span> 
<span class='line'>323</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>324</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>325</span> 
<span class='line'>326</span> </span><span class="COMM">/**
<span class='line'>327</span> 	Get the number of vertices.&lt;br />
<span class='line'>328</span> 	This function returns the number of vertices in the selected mesh/submesh.
<span class='line'>329</span> 	@returns {number} The number of vertices.
<span class='line'>330</span> */</span><span class="WHIT">
<span class='line'>331</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getVertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>332</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>333</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>334</span> 
<span class='line'>335</span> </span><span class="COMM">/**
<span class='line'>336</span> 	Get the vertex data.&lt;br />
<span class='line'>337</span> 	This function returns the vertex data of the selected mesh/submesh.
<span class='line'>338</span> 	@param {Array} vertexBuffer The user-provided buffer where the vertex data is written to. This is an output parameter.
<span class='line'>339</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 3.
<span class='line'>340</span> 	@returns {number} The number of vertices written to the buffer.
<span class='line'>341</span> */</span><span class="WHIT">
<span class='line'>342</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getVertices</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>343</span> </span><span class="WHIT">	</span><span class="COMM">// check if the submesh handles vertex data internally</span><span class="WHIT">
<span class='line'>344</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>345</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex vector of the submesh</span><span class="WHIT">
<span class='line'>346</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>347</span> 
<span class='line'>348</span> </span><span class="WHIT">		</span><span class="COMM">// get the number of vertices in the submesh</span><span class="WHIT">
<span class='line'>349</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>350</span> 
<span class='line'>351</span> </span><span class="WHIT">		</span><span class="COMM">// copy the internal vertex data into the provided vertex buffer</span><span class="WHIT">
<span class='line'>352</span> 
<span class='line'>353</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>354</span> </span><span class="WHIT">			</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>355</span> 
<span class='line'>356</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">+</span><span class="PUNC">=</span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>357</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>358</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>359</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>360</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>361</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>362</span> 
<span class='line'>363</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>364</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>365</span> 
<span class='line'>366</span> </span><span class="WHIT">	</span><span class="COMM">// submesh does not handle the vertex data internally, so let the physique calculate it now</span><span class="WHIT">
<span class='line'>367</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_model.getPhysique</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">calculateVertices</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>368</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>369</span> 
<span class='line'>370</span> </span><span class="COMM">/**
<span class='line'>371</span> 	Get the tangent space data.&lt;br />
<span class='line'>372</span> 	This function returns the tangent space data of the selected mesh/submesh.
<span class='line'>373</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>374</span> 	@param {Array} tangentSpaceBuffer The user-provided buffer where the tangent space ata is written to. This is an output parameter.
<span class='line'>375</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 4.
<span class='line'>376</span> 	@returns {number} The number of tangent space written to the buffer.
<span class='line'>377</span> */</span><span class="WHIT">
<span class='line'>378</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getTangentSpaces</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>379</span> </span><span class="WHIT">	</span><span class="COMM">// get the texture coordinate vector vector</span><span class="WHIT">
<span class='line'>380</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorvectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>381</span> 
<span class='line'>382</span> </span><span class="WHIT">	</span><span class="COMM">// check if the map id is valid</span><span class="WHIT">
<span class='line'>383</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTangentSpace.length</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="PUNC">!</span><span class="NAME">this.m_selectedSubmesh.isTangentsEnabled</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>384</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>385</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>386</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>387</span> 
<span class='line'>388</span> </span><span class="WHIT">	</span><span class="COMM">// check if the submesh handles vertex data internally</span><span class="WHIT">
<span class='line'>389</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>390</span> </span><span class="WHIT">		</span><span class="COMM">// get the normal vector of the submesh</span><span class="WHIT">
<span class='line'>391</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>392</span> 
<span class='line'>393</span> </span><span class="WHIT">		</span><span class="COMM">// get the number of normals (= number of vertices) in the submesh</span><span class="WHIT">
<span class='line'>394</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentSpaceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>395</span> 
<span class='line'>396</span> </span><span class="WHIT">		</span><span class="COMM">/* 
<span class='line'>397</span> 			copy the internal normal data to the provided tangent space buffer
<span class='line'>398</span> 		*/</span><span class="WHIT">
<span class='line'>399</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>400</span> </span><span class="WHIT">			</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>401</span> 
<span class='line'>402</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NAME">tangentSpaceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">+</span><span class="PUNC">=</span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>403</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>404</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangentSpace.tangent</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>405</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangent.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>406</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangent.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>407</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangent.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>408</span> </span><span class="WHIT">			</span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangentSpace.crossFactor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>409</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>410</span> 
<span class='line'>411</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">tangentSpaceCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>412</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>413</span> 
<span class='line'>414</span> </span><span class="WHIT">	</span><span class="COMM">// submesh does not handle the vertex data internally, so let the physique calculate it now</span><span class="WHIT">
<span class='line'>415</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_model.getPhysique</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">calculateTangentSpaces</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tangentSpaceBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>416</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>417</span> 
<span class='line'>418</span> </span><span class="COMM">/**
<span class='line'>419</span> 	Get the vertex and normal data.&lt;br />
<span class='line'>420</span> 	This function returns the vertex and vertex normal data of the selected mesh/submesh.
<span class='line'>421</span> 	@param {Array} vertexBuffer The user-provided buffer where the vertex and normal data is written to. This is an output parameter.
<span class='line'>422</span> 	@param {number} stride (Optional). The offset from the start of one data to the start of next data, default to 6.
<span class='line'>423</span> 	@returns {number} The number of vertices written to the buffer.
<span class='line'>424</span> */</span><span class="WHIT">
<span class='line'>425</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getVerticesAndNormals</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>426</span> </span><span class="WHIT">	</span><span class="COMM">// check if the submesh handles vertex data internally</span><span class="WHIT">
<span class='line'>427</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>428</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex vector of the submesh</span><span class="WHIT">
<span class='line'>429</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>430</span> </span><span class="WHIT">		</span><span class="COMM">// get the normal vector of the submesh</span><span class="WHIT">
<span class='line'>431</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorNormal</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>432</span> 
<span class='line'>433</span> </span><span class="WHIT">		</span><span class="COMM">// get the number of vertices in the submesh</span><span class="WHIT">
<span class='line'>434</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>435</span> 
<span class='line'>436</span> </span><span class="WHIT">		</span><span class="COMM">/*
<span class='line'>437</span> 			copy the internal vertex and normal data to the provided vertex buffer
<span class='line'>438</span> 		*/</span><span class="WHIT">
<span class='line'>439</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>440</span> </span><span class="WHIT">			</span><span class="NAME">stride</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>441</span> 
<span class='line'>442</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">+</span><span class="PUNC">=</span><span class="NAME">stride</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>443</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>444</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>445</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>446</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>447</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>448</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>449</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>450</span> </span><span class="WHIT">			</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>451</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>452</span> 
<span class='line'>453</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>454</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>455</span> 
<span class='line'>456</span> </span><span class="WHIT">	</span><span class="COMM">// submesh does not handle the vertex data internally, so let the physique calculate it now</span><span class="WHIT">
<span class='line'>457</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_model.getPhysique</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">calculateVerticesAndNormals</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">stride</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>458</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>459</span> 
<span class='line'>460</span> </span><span class="COMM">/**
<span class='line'>461</span> 	Get the vertex, normal and texture coordinate data.&lt;br />
<span class='line'>462</span> 	This function returns the vertex, vertex normal and texture coordinate data of the selected mesh/submesh.
<span class='line'>463</span> 	@param {Array} vertexBuffer The user-provided buffer where the vertex, normal and texture coordinate data is written to. This is an output parameter.
<span class='line'>464</span> 	@param {number} numTexCoords The number of texture maps whose texture coordinates is required, since there can be 0 or more than 1 texture maps defined.
<span class='line'>465</span> 	@returns {number} The number of vertices written to the buffer.
<span class='line'>466</span> */</span><span class="WHIT">
<span class='line'>467</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.getVerticesNormalsAndTexCoords</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>468</span> </span><span class="WHIT">	</span><span class="COMM">// check if the submesh handles vertex data internally</span><span class="WHIT">
<span class='line'>469</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh.hasInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>470</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex vector of the submesh</span><span class="WHIT">
<span class='line'>471</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>472</span> </span><span class="WHIT">		</span><span class="COMM">// get the normal vector of the submesh</span><span class="WHIT">
<span class='line'>473</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVectorNormal</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>474</span> </span><span class="WHIT">		</span><span class="COMM">// get the texture coordinate vector vector</span><span class="WHIT">
<span class='line'>475</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getCoreSubmesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getVectorVectorTextureCoordinate</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>476</span> 
<span class='line'>477</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>478</span> 
<span class='line'>479</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">undefined</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>480</span> </span><span class="WHIT">			</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>481</span> 
<span class='line'>482</span> </span><span class="WHIT">		</span><span class="COMM">// check if the given texture coordinate count is valid</span><span class="WHIT">
<span class='line'>483</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>484</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>485</span> </span><span class="WHIT">				</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>486</span> </span><span class="WHIT">				</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>487</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>488</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>489</span> 
<span class='line'>490</span> </span><span class="WHIT">		</span><span class="COMM">// get the number of vertices in the submesh</span><span class="WHIT">
<span class='line'>491</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>492</span> 
<span class='line'>493</span> </span><span class="WHIT">		</span><span class="COMM">/*
<span class='line'>494</span> 			copy the internal vertex, normal and texture coordinate data to the provided vertex buffer
<span class='line'>495</span> 		*/</span><span class="WHIT">
<span class='line'>496</span> 
<span class='line'>497</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>498</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>499</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>500</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>501</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>502</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>503</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>504</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>505</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>506</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>507</span> </span><span class="WHIT">				</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>508</span> </span><span class="WHIT">				</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>509</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>510</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>511</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT">
<span class='line'>512</span> </span><span class="WHIT">		</span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>513</span> </span><span class="WHIT">			</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">numTexCoords</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>514</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>515</span> </span><span class="WHIT">				</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>516</span> </span><span class="WHIT">					</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>517</span> </span><span class="WHIT">					</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>518</span> </span><span class="WHIT">					</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">texCoord</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>519</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>520</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>521</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>522</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>523</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>524</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>525</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">texCoord.u</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>526</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">7</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">texCoord.v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>527</span> </span><span class="WHIT">					</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">8</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>528</span> </span><span class="WHIT">				</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>529</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>530</span> </span><span class="WHIT">			</span><span class="KEYW">else</span><span class="WHIT">
<span class='line'>531</span> </span><span class="WHIT">			</span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>532</span> </span><span class="WHIT">				</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>533</span> </span><span class="WHIT">				</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>534</span> </span><span class="WHIT">					</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>535</span> </span><span class="WHIT">					</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorNormal</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>536</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>537</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>538</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>539</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>540</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>541</span> </span><span class="WHIT">					</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">normal.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>542</span> </span><span class="WHIT">					</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>543</span> 
<span class='line'>544</span> </span><span class="WHIT">					</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">&lt;</span><span class="NAME">numTexCoords</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>545</span> </span><span class="WHIT">						</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">texCoord</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>546</span> </span><span class="WHIT">						</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">texCoord.u</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>547</span> </span><span class="WHIT">						</span><span class="NAME">vertexBuffer</span><span class="PUNC">[</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">texCoord.v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>548</span> </span><span class="WHIT">						</span><span class="NAME">vi</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>549</span> </span><span class="WHIT">					</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>550</span> </span><span class="WHIT">				</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>551</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">		</span><span class="WHIT">
<span class='line'>552</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>553</span> 
<span class='line'>554</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>555</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>556</span> 
<span class='line'>557</span> </span><span class="WHIT">	</span><span class="COMM">// submesh does not handle the vertex data internally, so let the physique calculate it now</span><span class="WHIT">
<span class='line'>558</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_model.getPhysique</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">calculateVerticesNormalsAndTexCoords</span><span class="PUNC">(</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertexBuffer</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">numTexCoords</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>559</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>560</span> 
<span class='line'>561</span> </span><span class="COMM">/**
<span class='line'>562</span> 	See if tangent are enabled on a specific texture map.&lt;br />
<span class='line'>563</span> 	This function returns if tangent of the current submesh are enabled.
<span class='line'>564</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>565</span> 	@returns {boolean} Whether tangent is enabled.
<span class='line'>566</span> */</span><span class="WHIT">
<span class='line'>567</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.isTangentsEnabled</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>568</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_selectedSubmesh.isTangentsEnabled</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>569</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>570</span> 
<span class='line'>571</span> </span><span class="COMM">/**
<span class='line'>572</span> 	Select a mesh/submesh for rendering data queries.&lt;br />
<span class='line'>573</span> 	This function selects a mesh/submesh for further rendering data queries.
<span class='line'>574</span> 	@param {number} meshId The ID of the mesh that should be used for further rendering data queries.
<span class='line'>575</span> 	@param {number} submeshId The ID of the submesh that should be used for further rendering data queries.
<span class='line'>576</span> 	@returns {boolean} true if succeeded; false if the mesh or the submesh does not exist.
<span class='line'>577</span> */</span><span class="WHIT">
<span class='line'>578</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.selectMeshSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">meshId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">submeshId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>579</span> </span><span class="WHIT">	</span><span class="COMM">// get the attached meshes vector</span><span class="WHIT">
<span class='line'>580</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_model.getVectorMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>581</span> 
<span class='line'>582</span> </span><span class="WHIT">	</span><span class="COMM">// check if the mesh id is valid</span><span class="WHIT">
<span class='line'>583</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">meshId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">vectorMesh.length</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>584</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'renderer.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>585</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>586</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>587</span> 
<span class='line'>588</span> </span><span class="WHIT">	</span><span class="COMM">// get the core submesh</span><span class="WHIT">
<span class='line'>589</span> </span><span class="WHIT">	</span><span class="NAME">this.m_selectedSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getSubmesh</span><span class="PUNC">(</span><span class="NAME">submeshId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>590</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_selectedSubmesh</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>591</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>592</span> 
<span class='line'>593</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>594</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>595</span> 
<span class='line'>596</span> </span><span class="COMM">/**
<span class='line'>597</span> 	Set the normalization flag.&lt;br />
<span class='line'>598</span> 	This function sets the normalization flag on or off. If off, the normals calculated by Cal3D will not be normalized. Instead, 
<span class='line'>599</span> 	this transform is left up to the user.
<span class='line'>600</span> 	@param {boolean} normalize The normalization flag.
<span class='line'>601</span> */</span><span class="WHIT">
<span class='line'>602</span> </span><span class="NAME">Cal3D.CalRenderer.prototype.setNormalization</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">normalize</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>603</span> </span><span class="WHIT">	</span><span class="NAME">this.m_model.getPhysique</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">setNormalization</span><span class="PUNC">(</span><span class="NAME">normalize</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>604</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>605</span> </span></pre></body></html>